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Vancian Magic System

A description for Dungeons and Dragons of the inspiring Vancian Magic System that Gygax used for his game.

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mckenziecalhoun
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© © All Rights Reserved
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100% found this document useful (1 vote)
242 views

Vancian Magic System

A description for Dungeons and Dragons of the inspiring Vancian Magic System that Gygax used for his game.

Uploaded by

mckenziecalhoun
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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81Vancian Magic Systems - A More Wizard Friendly Style

Expand Messages
Peter LubkeJul 23
Dungeons and Dragons didn't invent the Vancian Magic Style. Many writers of Fantasy
have used this magic style to balance out swords and spells.

In Vancian magic spells are long complicated efforts requiring intense


concentration and no interruptions. However adepts are capable of preparing a spell
in advance, leaving only a trigger phrase or gesture to activate the effects at a
later time. This is variously called "hanging" or "memorising" a spell.

Dungeons and Dragons has used this style of spell casting from its inception as a
game. The rules of the game regarding this system have often left player
dissatisfied and searching for an alternate system. Common complaints are that
first level magic-users are "one-shot wonders", that memorisation is illogical -
how can a caster whose world is magic "forget" a spell?

Somehow, D&D community has forged the idea that a first-level magic-user can cast
only one spell per day. However, the rules don't say that exactly, and Vancian
magic never states it either. The limit is on how many spells may be memorised at
ANY GIVEN MOMENT.

Here I offer a more wizard-friendly set of rules. Some minor changes are
introduced, but mostly it is just a different way of looking at the same
restrictions and requirements.

First, I make the distinction between casting a spell and triggering a spell.
Spells in memory and in devices are triggered not cast. The casting was done for
these spells when the spells were memorised or hung, and when the devices were
charged.

CASTING:
Magic-users can cast a spell directly cast a spell at any time as long as:
(a) They are stationary.
(b) They are able to fully concentrate on the task. For this they must not be
interrupted, or attacked, nor should there be excessive noise (such as the din of
battle), or other significant activity by others nearby.
(c) They must have time. Two minutes per spell level per spell, and two minutes
rest between spells.
There is no limit to the number of spells that can be cast per day other than those
conditions. Of course the magic-user must know the spell or have access to a scroll
containing the written spell.
(d) The caster must be in good health. They may not be critically injured in any
way. If seriously injured, the casting of a single spell must be immediately
followed by 10 minutes of complete rest.

Spells on scrolls are activated under exactly the same conditions as directly
casting a spell. This change makes casting of spells from scrolls IMPOSSIBLE UNDER
COMBAT CONDITIONS. [Exception: a "sanctuary" spell can allow a caster to directly
cast a spell under battle conditions.]

TRIGGERING:
A spell that has been "hung" or "memorised" may be triggered without restrictions
and cannot be interrupted by most enemy action including melee, missile or magical
attack during the same combat round. There is no delay or significant casting time
to consider. The caster must only generally be unrestrained and have full use of
their voice and hands.
Spells can be "memorised" under exactly the same conditions as spells are directly
cast. The number and level of spells that can be prepared at any time is limited by
the casters class and class level. For example, first level magic-users may only
memorise one first level spell. Once triggered the spell energy is spent. A caster
is free to re-hang their spells at any time subject to the conditions of casting a
spell.

Spells from devices such as wands, staves and rods are also triggered and treated
the same as spells from memory.

ADVENTURING IMPLICATIONS:

Low-level magic-users and cleric are no longer "one-shot" wonders. Saving your
"only" spell is no longer a serious consideration. Use it and when next the party
rests (particularly necessary after a combat), re-hang some or all of the now empty
spell slots while other party members keep watch and the caster safe from harm or
interruption.

Also, spell selection of memorised slots is greatly changed. Some spells are more
often cast directly, whereas others are more suited to memorisation. For example,
"fireball" pretty much MUST be memorised (unless charging an item). Another example
is that "cure light wounds" (particularly if used in conjunction with hit-point-
less combat as mentioned elsewhere) is of limited use during combat, and more
commonly cast afterwards when the [party is recovering from its battle, leaving
clerics free to memorise other useful spells.

The time requirement for casting or restocking memorised spells affects the length
of time a party might need to spend "mid-dungeon". A typical rest period is one or
two turns (10-20 minutes game time). This is sufficient to cast or hang at least
two or three low level spells or one higher level spell. High level casters have
more stringent spell management concerns - they cannot be too proliferate with
their spell casting.

GAME BALANCE IMPLICATIONS:

These changes allow magic-users to become far less dependent on magic devices and
scrolls. In examining various magic items and how they work, I recommend some
changes to balance things out.

Class I Items:
These items are disposable charged items. They may contain one charge or several.
Wands fall into this category. Wands should have nor more than 21 spell levels and
cannot be recharged. While officially wands can have up to 100 charges as per the
DMG, they are rarely found with more than 20 anyway, so this rule change make no
effective difference. Wands should generally only contain one type of spell, for
example: a wand of fire can cast fireballs or burning hands but not both. Wands
should not contain spells higher than 5th level.

Class II Items:
These items are more sturdy and re-chargeable. Rods are typical examples. Again,
the number of spell levels that can be contained in any single item should be quite
limited.

Class II Items:
These items are self-charging. They may contain multiple different types of magic
or just a single spell or spell-like effect. Magic Staffs fall into this category,
although some magic staffs are more weapons than chraged items and need not follow
this guide. However the magic is fixed as to number and type of magic, typically
not "cast fireball at will", but "fireball x2 per day". Recharging time should
typically be 12-24 hours, although high-level effects might take up to a week.

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